A thought came to my mind... Considering that the common resolution most people use has stagnated around 1080p and we're pushing for more polygons, could we get to a point where Phong Shading and its techniques may be a little too overkill? Especially if primitives get down to the pixel level (if ever get down to that). For instance, flat shading and Goraud shading actually look progressively better the more polygons you add to it. Phong shading was developed mostly because we were trying to create the illusion of greater detail with fewer polygons.

So what if we simplified texturing and shading using simpler techniques? Could we achieve similar results?

Is this in your line of work? You used lot of technical terms that I had to read wikipedia to figure out what you were talking about.

So basically, you're saying that at this point in computing power, it is possible to use a very large amount of polygons to approximate curves and whatnot. Then, other methods of approximation such as Phong shading are not necessary? Is flat shading less processing intensive than Phong shading?

Who is online

Users browsing this forum: No registered users and 2 guests

You cannot post new topics in this forumYou cannot reply to topics in this forumYou cannot edit your posts in this forumYou cannot delete your posts in this forumYou cannot post attachments in this forum